D3D为Shader创建常量缓冲区(Constant Buffer)

0、引言:从uniform到cbuffer

在OpenGL的Shader编程中(GLSL),我们有时需要用uniform来声明"全局变量",并通过CPU程序调用glSetUniformXxx等函数对其赋值,保证GPU渲染时所有像素访问到该变量的值是一致。官方对uniform的定义是"全局变量",因为每一帧渲染时都可以用glSetUniformXxx重新赋值;但是从GPU角度来看,每一帧渲染对uniform都是只读操作,而不能改写,这也是某种意义上的"常量"了。

相同的,在Direct3D的Shader编程中(HLSL),也有类似uniform的"全局变量",通过cbuffer来声明,官方称其为"常量缓冲区(Constant Buffer)“。不要看官方名字是"常量”,实际上每一帧渲染时也可以通过调用函数重新赋值,GPU渲染时仍是只读的、不可写的。

下面来详细的讲一下如何使用常量缓冲区,也可参考官方文档:
中文:如何:创建常量缓冲区
英文:How to: Create a Constant Buffer

1、在HLSL中定义常量缓冲区

把自己需要的全局常量,通过cbuffer的形式进行声明,放在花括号内部,示例中声明了6个全局常量:

cbuffer VS_CONSTANT_BUFFER : register(b0)
{
    matrix mWorldViewProj;
    float4  vSomeVectorThatMayBeNeededByASpecificShader;
    float fSomeFloatThatMayBeNeededByASpecificShader;
    float fTime;
    float fSomeFloatThatMayBeNeededByASpecificShader2;
    float fSomeFloatThatMayBeNeededByASpecificShader3;
};

2、在CPU代码中声明对应的结构体

HLSL中声明了6个全局变量,我们需要从CPU对其进行赋值,那么CPU也要有对应的数据结构,顺序和数据类型都要和HLSL中声明的一一对应,具体如下:

// Define the constant data used to communicate with shaders.
struct VS_CONSTANT_BUFFER
{
    XMFLOAT4X4 mWorldViewProj;                              
    XMFLOAT4 vSomeVectorThatMayBeNeededByASpecificShader;
    float fSomeFloatThatMayBeNeededByASpecificShader;
    float fTime;                                            
    float fSomeFloatThatMayBeNeededByASpecificShader2;
    float fSomeFloatThatMayBeNeededByASpecificShader3;
} VS_CONSTANT_BUFFER;

3、在CPU代码中实例化,关联到D3D11_SUBRESOURCE_DATA

声明好结构体后,我们就可以实例化了,然后填充对应的数据。填充好后,还需要关联到D3D11_SUBRESOURCE_DATA 中,以D3D规定的通用类型,来提供数据。

// Supply the vertex shader constant data.
VS_CONSTANT_BUFFER VsConstData;
VsConstData.mWorldViewProj = {...}; //这里省略了4x4的矩阵数据
VsConstData.vSomeVectorThatMayBeNeededByASpecificShader = XMFLOAT4(1,2,3,4);
VsConstData.fSomeFloatThatMayBeNeededByASpecificShader = 3.0f;
VsConstData.fTime = 1.0f;
VsConstData.fSomeFloatThatMayBeNeededByASpecificShader2 = 2.0f;
VsConstData.fSomeFloatThatMayBeNeededByASpecificShader3 = 4.0f;

// Fill in the subresource data.
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = &VsConstData;
InitData.SysMemPitch = 0;
InitData.SysMemSlicePitch = 0;

4、创建D3D11_BUFFER_DESC来描述内存排布情况

数据准备好后,我们还需要创建一个D3D11_BUFFER_DESC来描述、解释刚才关联的D3D11_SUBRESOURCE_DATA

// Fill in a buffer description.
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof( VS_CONSTANT_BUFFER );
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;

5、调用函数,对GLSL中的常量缓冲区赋值

ID3D11Buffer*   g_pConstantBuffer11 = NULL;
// Create the buffer. 在GPU中创建一块常量缓冲区ID3D11Buffer,并填充我们设置好的数据
hr = g_pd3dDevice->CreateBuffer( &cbDesc, &InitData, &g_pConstantBuffer11);

if( FAILED( hr ) )
{
   return hr;
}
// Set the buffer.把ID3D11Buffer缓冲区的数据,赋值到HLSL中去
g_pd3dContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer11 );
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当然可以,以下是一些DX12中封装GPU资源的方法: 1. 顶点缓冲区: ``` // 创建顶点缓冲区描述符 CD3DX12_RESOURCE_DESC vertexBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize); // 创建顶点缓冲区对象 ThrowIfFailed(device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // 上传堆类型 D3D12_HEAP_FLAG_NONE, &vertexBufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_vertexBuffer))); // 将顶点数据复制到顶点缓冲区中 UINT8* pVertexDataBegin; CD3DX12_RANGE readRange(0, 0); // 只需要对资源进行一次读取操作 ThrowIfFailed(m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin))); memcpy(pVertexDataBegin, vertices.data(), vertexBufferSize); m_vertexBuffer->Unmap(0, nullptr); // 创建顶点缓冲区视图 m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress(); m_vertexBufferView.StrideInBytes = sizeof(Vertex); m_vertexBufferView.SizeInBytes = vertexBufferSize; ``` 2. 常量缓冲区: ``` // 创建常量缓冲区描述符 CD3DX12_RESOURCE_DESC constantBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(ConstantBufferAlignedSize); // 创建常量缓冲区对象 ThrowIfFailed(device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // 上传堆类型 D3D12_HEAP_FLAG_NONE, &constantBufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_constantBuffer))); // 创建常量缓冲区视图 m_constantBufferView.BufferLocation = m_constantBuffer->GetGPUVirtualAddress(); m_constantBufferView.SizeInBytes = ConstantBufferAlignedSize; // 映射常量缓冲区并填充数据 ThrowIfFailed(m_constantBuffer->Map(0, nullptr, reinterpret_cast<void**>(&m_pCbvDataBegin))); memcpy(m_pCbvDataBegin, &m_constantBufferData, sizeof(m_constantBufferData)); ``` 3. SRV: ``` // 创建纹理资源描述符 CD3DX12_RESOURCE_DESC textureDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, textureWidth, textureHeight); // 创建纹理资源对象 ThrowIfFailed(device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&texture))); // 创建纹理资源上传堆 UINT64 textureUploadBufferSize; device->GetCopyableFootprints(&textureDesc, 0, 1, 0, nullptr, nullptr, nullptr, &textureUploadBufferSize); CD3DX12_RESOURCE_DESC textureUploadHeapDesc = CD3DX12_RESOURCE_DESC::Buffer(textureUploadBufferSize); ThrowIfFailed(device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &textureUploadHeapDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&textureUploadHeap))); // 将纹理数据复制到上传堆中 D3D12_SUBRESOURCE_DATA textureData = {}; textureData.pData = texturePixels; textureData.RowPitch = textureWidth * sizeof(uint32_t); textureData.SlicePitch = textureData.RowPitch * textureHeight; UpdateSubresources(commandList.Get(), texture.Get(), textureUploadHeap.Get(), 0, 0, 1, &textureData); ``` 4. UAV: ``` // 创建UAV缓冲区描述符 CD3DX12_RESOURCE_DESC uavBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(uavBufferSize, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS); // 创建UAV缓冲区对象 ThrowIfFailed(device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &uavBufferDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&uavBuffer))); // 创建UAV缓冲区视图 D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {}; uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.NumElements = uavBufferSize / sizeof(float); uavDesc.Buffer.StructureByteStride = sizeof(float); uavDesc.Buffer.CounterOffsetInBytes = 0; uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; device->CreateUnorderedAccessView(uavBuffer.Get(), nullptr, &uavDesc, m_uavDescriptorHeap->GetCpuHandle(UAV_INDEX)); ```

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